Yep. Not one of the best because all the tekken characters got great buffs, but he’s going to be very dangerous in knowledgable hands and the “picking Paul is a handicap” will be gone. Isn’t that all we really wanted?
Actually this is really really interesting… Now, anywhere you needed a normal so that you could connect shredder in an air combo, that normal is no longer needed. It is as fast as cr. MP, or as fast as a cr.HP is now…
So, like, in the current version, you can continue a combo after LK Shredder on a grounded opponent with cr MK/MP, aside from maybe mid-screen, that normal will no longer be needed. That is huge when you think about doing a late Anti Air LK Shredder, you might still be able to get a HK Shredder right after with no normal between.
Again, this is huge when you think of how the move was changed originally:
• H. Shredder
Damage 20+20+60(100)->50+30×2(110)
Now you add in, Start-up changed from 10 frames to 6.
And you see that you get 40 more damage off a 4f faster move. If they would left the damage pushed to the end of the move (the last kick at 50 instead of the first) then this “buff” would not matter because a lot of the time you use this move you run out of juggle points before the last hit so you have to spend a bar to get that last hit or just sacrifice the damage of the move, but with these two buff’s together, you now can completely take out moves if you do not want them there (for juggle point reasons or even for hit’s in the combo reason) and you are front loaded with damage on the move. (you get 80 out of the first two hits instead of just 40.)
With how much you have been playing Paul I surprised to see you not talking about the changes that will really make him a contender. I am really glad that I have spent all the time I have with him because he is really going to step his damage game and his overall game way up with these 4 changes and the 3 other huge changes!!!
Paul has now leveled up to YelaWolf status!!!
He is “Good To Go!!”
that’s why I said “the reversal alone” ^^ - he has obviously other buffs (we also discussed some earlier for a bit), but you have to see everything in comparison - other characters get buffs as well. in particular the tekken cast will be vastly stronger. law for instance will probably be now top tier - along with jin.
I still don’t think hk shredder’s buff will play a huge role tho, as you can combo it off a c.mp, c,mk etc anyway for even more damage in a combo. it might be that you need a VERY specific position that you can use it where no other normal could reach but that seems unlikely.
lk shredder loop might be possible now tho, since its start up was also buffed, but I think it’s rather doubtful due to the juggle point usage of shredder.
and you can already combo off a ground lk shredder (with far better stuff), let alone after a 1/2 hit one, so just a raw hk shredder would not be optimal anyway.
I’m curious if mp/hp sways have a proper usage now. doubtful as well.
lp sway meter nerf is btw really bad =/ paul could turtle - meter build quite decently with that, when you were in life lead.
I do not even know how to respond to this post… LOL… Is English your first language because I think there might be a language barrier here.
The parts of your post that are in bold and underlined are exactly what I said in my post.
This is why the buff is so good. HK shreadder is the same speed as a cr.HP… This means anywhere in an air combo where you would stick this normal you can now choose to go straight to HK Shreadder, unless you need a cr.MK because of the range. You are just not understanding me I guess. Most of the time when you stick another normal (mediums or heavys) in your combo it is for the better, but not in this game, well over 60% of the time all your extra normal’s are useless in terms of damage, if you can cut them out to score better damage/ better switch damage you should.
And how the hell could you say sway has no use now??? That is beyond crazy… I mean beyond crazy. That has to be his single best buff. (MP Sway or CL.HP)
I mean just look at it. First of all, all the actual dash parts of sway got buffed, but MP got overhauled like a mother:
** M. Sway**
Recovery reduced on hit by 4F (+2 => +6F On hit)
Invincible against crouching attacks
Forward movement longer than backward movement
Reduced push back on block
The underlined parts are the most redic thing he has going for him. Any move that puts him at +6 means he can now 1f link into cr.MP. This means things like:** MPsway into cr.MPx2 into mountain raze into “crHP” into smasher or MP/MK into smasher or HK Shredder or ender of choice.**
This also means that if we score one or two extra frames off of a counter hit we can now link into close MP or Far MP if we are close enough, which you will be, because the forward movement is greater than the back. Close MP has 9 frames open for a link, this means you can go into any move you want after cl.MP. But with the new buff’s, now an 8 frame window means you can 1f link cl.HP, but this will be easy since you have 2f to link to HP instead of boost into it.
The only thing we do not know for sure is if we will get 1 or 2 or 3 frames off a counter hit. We might not even get any, who knows, either way, the bolded combo is going to work without counter hit, but it will only get better if we just get one frame for the counter hit.
So in short, they took a move that did nothing on hit (even if you tagged canceled the move), gave it a +100 in the combo department, (you can link like 5 different normal’s off it now and tag canceling a move that puts you at +6 on hit is good ) gave it just a big enough window to allow for some of his biggest combos without a jump in, and if counter hit adds a frame it will be by far the most damaging starter on the ground no doubt. I think they have found purpose for the move, what bout you??? LOL!!
Right now the biggest/most glaring change I see is the whole not having to boost chain after a Cl. MP (because of the Cl HP buff, now you have 2 open frames to link in a Cl HP instead of doing the boost combo). This means his great Cross up J.MK now has some serious legs. With raze getting the buff it got and HK Shredder getting the buff it got, you are looking at a whole new paul (for combos at least).
How many other members of the cast can even do that? They are going to end up patching that out just because it seems stupid to me and I know others are all like …what the efffff!!!
using c.hp xx hk shredder, or c.mp/c.mk xx hk shredder does MORE damage then a raw hk shredder, hence my comment that the only time where that new speed might matter, is when you can’t use another normal to combo it off. and finding such a situation should be difficult enough.
for switch cancels it might depend on your team partner, but even then it should not matter much, unless you combo into super, which is almost the only case where medium and heavy normals might slim the overall damage.
I don’t know where my language skills come into play here, as I think I made that rather clear, but english is indeed not my first language, so obviously I can’t say that for sure.
I didn’t said “it has no use”, I said “proper use”, as in reliable.
It remains VERY slow with 37F(!) start up and is still -7 on block, and therefore highly punishable. every poke by any other character is recovered in that time, making it impossible to use on reaction. You need to gamble to hit with it, which isn’t something I do often. It’s everything, but not reliable, and therefore still has no proper use. You can throw it out every now and then, if you anticipate a low poke during footsie, but that’s about it. we have to see how much the increased forward range is now tho, that could be something to play around.
As for the reward, it certainly got better. I don’t think the combo will work tho, not with 2x c.mp. I’m not even sure if you can use any close normal, since you still have pushback (even if it’s reduced). Both needs to be tested obviously.
HP sway even got nerfed, so I dunno - seems still like crap.
Paul needs the damage tho, he has no other thing going for him. he was a whacky cody without any of cody’s advantages (reliable anti air, damage output, footsie tools, projectile, ex reversal etc). Now he’ll hurt. Raze change (if that works now how I think it does), is the biggest damage increase for him. the new link cl.hp, c.mp avoids to use the gimped c.hp too. Then again, cl.mp, c.hp is now a 4 frame link, so even easier to do, for a bit less damage.
I seriously doubt cl.mp, cl.hp works btw. even cl.mp, cl.mp doesn’t work without walking a few frames forward in between.
It seems like we just have very different opinions of paul and the game for that matter. If you believe that sticking a normal before a special is always the best thing to do that is you.
If you believe a move has to be scrub as hell (see safe enough to not be punished by everyone when you can combo well into the 350’s with it) for it to have proper use then again that is you.
If you believe my combos will not work, but believe that a 5f move can link off a normal with +5f on hit, then that is you. I have never heard of a 0f link but what do I know right.
Question tho, pauls cr.MP right now is 6f start and +6 on hit, right? Why can we not combo two of them into themselves right now??? Oh yeah there is not a window to link it right??? So how is cl. HP (+5 on hit) going to link to to the new and improved cr. MP (5f start up)?
And how is cl. MP (+9 on hit) into cr.HP (6f start up) a 4 frame link… Are you counting the 0f as a plus frame for you? +9f to 6f start up is only 3 open frames to connect it, If you wait until the 4th frame you will be at 10 frames and they were only in hit stun for 9 frames.
Why would u NOT stick a normal before a special…If u do more damage by adding a normal, then why not ?
If a move is +5 on hit then you can link it with a move that has a 5 frame startup, that is called a one frame link. If the move was +6 on hit, then it would’ve been a 2 frame link.
The 1 frame link actually means that you have 1 frame to mess it up.
Paul his sways have always been useless, it is punishable on block, the invulnerability is ass and the range is short.
They might have buffed it now, but we still can’t say if it’s gonna be viable.
It is still (-7) block and even if u manage to hit them with it, you only have 1 or 2 frames to link it with a normal. So the risk still outweights the reward imo.
Seriously what is easier, punishing the sway or hitconfirming the sway ?
Sway shouldn’t even be punishable in the first place, Dudley his sway is not punishable and it is far more useful than Paul’s.
Linking cr.MP into cr.MP is gonna be hard, not only is it a one frame link, the range is pretty short, so there is a big chance that the second cr.MP will whiff.
Dude, WTF?? Seriously… I mean it is hard to communicate with others when facts are not facts.
Cr.MP is not able to be linked right now and it is +6 on block and 6F start up. That would be this 1f link you just made up. Right? But it is not possible at all fool.
A 1f link means you have one frame until they get to zero and can block, not one frame to mess up crazy. 1f to link, there is no room for error. If you do not overlap the frames then it is a block-string. That is crazy that you would try to change the definition of a one frame link like that and expect me to just say… “Yeah that makes sense.” 1f links are at +1 not 0. I mean really, you only have to go into training room for like 40 seconds to figure out what a 1f link is. Study your frame data and actually learn. With miss information like that you should not be able to post, what if someone really did not know how to read data and did not know what a 1f link was… Kinda like you. But hey you agree with someone who made up a 1f link right. LOL.
Then you finish your post with more craziness.
If cr.MP into cr.MP is “GOING” to be a 1f link, what is it right now??? Yeah… kinda killed your own stupid 1f link argument right there?? Right? I mean it only got changed by one frame, and that opened up a one frame link… So that means that 0f links are really just stupid made up shit right??
The rest of your post is whatever, just like I said to the other guy, your opinion is yours, mine is mine. You just play the game a whole different way than I do. I see paul as a come in player, that means sometimes he will come in off a full/part boost combo. This add extra scaling and makes more hit worse. Just sayin’. You see a move that is -7 on block and you write it off. I see that move and look at the properties and see if I can use it. Sagat has a -8 LK Tiger Knee. But proper spacing allows you to be a 0 or +1, because of the forward movement, you are able to space it better and not receive the full -8 on block. Same thing could apply here. I just do not see why it has to be an overhead or give groundbounce on CH. It only did one of those things in Tekken, and you could not combo off the normal hit. Here you now can.
Just a side note tho: Sagat has a 5f start up cr.MP, it gives 6f of hit stun… Go into training room and produce a cr.MPx2 into low Tiger shot. It might take you a few months since you are used to doing made up 0f links and not actual 1f links, but once you get it like 3 times, switch to paul and try to repeat the combo: crMPx2 into Smasher. Now you should get this on your first try since it is your 0f links that you are so used to… LOL
first off, please relax. we’re are just a very small little community of paul lovers, we should be friendly toward each other. having a discussion is fine and dandy, but there is no need for ad hominem and impolite behavior.
seceondly, Ralenzo is perfectly right. if a move has +6F on hit and you do a 6F start up move, then it’s a 1F link. it’s perfectly doable and you see that very often in street fighter 4 for instance. Take note that the** LAST START UP FRAME** is also the FIRST ATTACK FRAME. meaning the hit occurs ON the 6th frame. in other games there is sometimes a different system used, where 6F start up means the hit occurs on the 7th frame. as stated, this is not the case for most capcom games. this is what confuses you it seems.
c.mp, c.mp is indeed possible in the current version of the game. however, it’s just not very useful as the timing is tight (1 frame link) and the range is very limited, so that there is no reason for using c.mp over cl.mp, which is not only quicker but also yields vastly more hit and block stun.
“1 Frame link” btw, means you have to hit exactly ONE FRAME with your input or the move will not combo, hence the name. detailed below.
lk shredder, hk shredder does 210 damage
lk shredder, c.hp xx hk shredder does 268 damage and builds more meter.
there is no “you look differently at the game” in this case, that could be said if you speak of playstyles, but this is simply sacrificing damage for… well for what? tell me please, otherwise your comment makes no sense. if you have a highly scaled combo before hand that might differ a bit, but again, that is almost never the case unless you use a super / cross art.
raw Smasher scaled by 80% does 120 * 0,2 = 24 damage.
a c.hp scaled by 80% into a 90% scaled smasher does 80 * 0,2 + 120 * 0,1 = 28 damage
even in the most extreme case of scaling, a heavy normal before will always yield MORE damage. (I also used the new damage nerfed version of c.hp, it’s better in the current version).
even a medium normal, in this example would yield the SAME damage (60 * 0,2 + 120 * 0,1 = 24 damage), but would build more meter.
I also just tried sagat’s c.mp, c.mp and did it trice in a row without trouble. clearly a 2 frame link.
you have something mixed up. just because something is unsafe doesn’t mean it’s not usable. however, since mp sways start up is so slow that you CAN NOT USE IT on reaction, it’s ALWAYS a gamble. you can’t make sure it’ll hit, and thus have to hope you hit, otherwise you’ll be punished. => NOT reliable, since you can’t use it on reaction NOR is it safe to dish out on block, randomly or not.
then you have moves which are safe on block but are still too slow to be used on reaction. mortar for instance, jaguar kick, hadoken etc. they are safe on block, so you have not much to fear if the opponent blocks, and can throw it out somewhat randomly. => reliable since no disadvantage when you use it on block or hit (we don’t look at stuffing them for this comparison).
then you have moves that are FAST but unsafe, smasher to a degree, super etc. those are unsafe BUT can be used on reaction to whiff punish a poke, or interrupt the start up of another move. => reliable if used on reaction.
lastly you have moves that are fast AND safe (e.g scissor kick, most normals etc). those can be used for “fishing” (hitting your opponent in the start up of a move, or while walking forward, or in his recovery [in this case without using it on reaction]), or block-pressure (since they are safe on block) or to use for poking / footsie AND whiff punishing (hitting them in their recovery on reaction). => reliable as you can use them on reaction and not.
as you can see sway would need to be either faster or somewhat safe on block to be considered reliable. with the change it’ll be slightly more usable, but you STILL NEED TO GAMBLE to hit with it. you need to anticipate something, otherwise you’re simply risking to be punished. that is not “me”, certainly some players risk more then others, but in the book it’s a “random” move more then anything else. that those have their usage, should be clear, but it’s not a move you should use very often.
cl.mp +9F on hit, c.hp 6F start up is a 4 frame link as you can hit the input on the 1st, 2nd, 3rd or 4th frame, and it’ll still connect.
frame of hit stun by cl.mp
frame of hit stun by cl.mp
…
(input; 1st start up frame of c.hp)
(2nd start up frame of c.hp)
(3rd start up frame of c.hp)
(4th start up frame of c.hp)
(5th start up frame of c.hp)
(6th start up frame of c.hp, which is also the first active frame) = hit
obviously could you press the input on the 1st, 2nd or 3th frame as well, and it would combo, thus it’s a 4 Frame link (1st, 2nd, 3rd and 4th frame can be hit with the input).
I hope that makes it clear for you.
and your combos presumably don’t work because of the spacing, not due to the frames. just take a peek into the combo thread, I did most of them in my head before even trying them. I have that user title for a reason. x)
I think that the MP sway could be useful on wake-up, specifically due to it being invincible to crouching attacks and you probably getting a combo of it, but of course its a guess but can use it to condition your opponent to do a standing attack if they know its not invincible to that, then you use MK shredder which is invincible to standing attacks.
Paul to me in some ways seems like a character that gets in the opponents head to make them mess up and when they do he dishes out big damage.
That’s just my two cents on that special and the character, and I don’t believe there’s a reason to call each other names during a discussion.
I didn’t read everything you said, so I wasn’t aware that cr.MP got faster. cr.MP into cr.MP is gonna be 2frame link then, It’s still gonna be hard to link because of the range, and the pushback, especially if you want to use it after a sway.
But still, we can’t say anything for certain because we haven’t been able to test it out ourselves.
I’d say wait till the 2013 version gets released and then post all your ideas and combo posibilities
That’s a very good observation you made there.
It might be very usefull against characters with short crouching normals, but I wouldn’t be surprised if you’d get stuffed by crouching attacks like Cody his cr.LK or Ryu his cr.MK.
Ahaha not a problem i will just delete my reply and what you said about it being stuffed by lights i wonder if its invincible to crouching attacks through the entire animation if so it will be crazy useful can’t what for the patch to drop hopefully the world will not end tomorrow lol
Yeah that would make it too good oh well what iam most excited about is the raze buff iam kinda worried that there maybe and over saturation of Pauls when the patches comes. Considering Paul not as high execution as someone like Jin for example.
Yeah I doubt anythings going to happen to the planet.
hmm I’m wondering the same thing.
I don’t think/hope that we’re going to see ALOT of new paul players because there are still characters with somewhat the same playstyle but better, like dudley, cody, sakura and cammy for example. But we will definitely see a lot more fans playing Paul tho, since they don’t have a reason to drop him anymore.
Really looking forward to the patch, and not only for Paul, but for all the characters. The closer we get the more Hype I become XD
I do think it’ll for the entire animation. the question is if it’ll also crush c.lps like launcher do. I thought about wakeup situations as well, but here comes the slowmo-start up into play again. that’s more then twice of a zonk, and good luck trying to wake up with normal zonk against a meaty s.lp or something. they can hardtag in between and still block in time. xD
it’ll be a guessing tool, but every now and then, it might come in handy just to throw people off. just like hk wheel kick or full screen blanka balls / headbutt etc.
You are right, I just looked up the frame data of medium sway and it has a 37 frame startup. Even if the full animation is invincible it doesn’t matter cause everyone will be able to block in time and punish you. Even a sweep from Ryu recovers fast enough to block in time.
So it doesn’t seem a very reliable tool to use on wakeup.
If u compare it to AE Dudley’s light short swing blow (18 startup -2 on block) or Jin his mental alertness into left drill punch (14 startup -5 on block) then Medium sway is seriously lacking.
Like u said, even Cody’s zonk knuckle (16 frame startup) is not one of the best wakeup tool but is still twice as fast.
Still, a buff is a buff, I never use sway on wakeup cause I always get stuffed, but I sometimes use it as a footsietool. Making it +7 on hit is definitely a good thing, but I don’t think that it will change much imo.
Making medium sway an overhead would make it much more reliable, it would resemble Julia her forward lunge punch options.
But I’m not gonna complain, the only thing I ever asked for was a reliable reversal so I could finally deal with pressure (especially cammy her st.Jab), so I’m a happy man